//
//  SceneDelegate.m
//  XTBackRunningDemo
//
//  Created by mshi on 2022/1/20.
//

#import "SceneDelegate.h"

@interface SceneDelegate ()

@end

@implementation SceneDelegate


//- (void)scene:(UIScene *)scene willConnectToSession:(UISceneSession *)session options:(UISceneConnectionOptions *)connectionOptions {
//    // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
//    // If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
//    // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
//}
//
//
//- (void)sceneDidDisconnect:(UIScene *)scene {
//    // Called as the scene is being released by the system.
//    // This occurs shortly after the scene enters the background, or when its session is discarded.
//    // Release any resources associated with this scene that can be re-created the next time the scene connects.
//    // The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
//}
//
//
//- (void)sceneDidBecomeActive:(UIScene *)scene {
//    // Called when the scene has moved from an inactive state to an active state.
//    // Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
//}
//
//
//- (void)sceneWillResignActive:(UIScene *)scene {
//    // Called when the scene will move from an active state to an inactive state.
//    // This may occur due to temporary interruptions (ex. an incoming phone call).
//}
//
//
//- (void)sceneWillEnterForeground:(UIScene *)scene {
//    // Called as the scene transitions from the background to the foreground.
//    // Use this method to undo the changes made on entering the background.
//}
//
//
//- (void)sceneDidEnterBackground:(UIScene *)scene {
//    // Called as the scene transitions from the foreground to the background.
//    // Use this method to save data, release shared resources, and store enough scene-specific state information
//    // to restore the scene back to its current state.
//}


@end
